Pokémon Sword and Shield TR List and how to get TRs explained
A list of all the TR's and their Watt cost.
TRs, also known as Technical Records, are a way to teach Pokémon a move or attack in Pokémon Sword and Shield.
Just like TMs, each TR is dedicated to one specific move, which it allows you to teach to a specific group of Pokémon. Unlike TMs in Pokémon Sword and Shield, however, TRs break after one use.
There are 100 TRs in Pokémon Sword and Shield for you to collect and utilise.
On this page:
How to use TRs in Pokémon Sword and Shield
TRs are basically old school TMs and by that we mean that they break after one use.
This means you need to decide carefully which Pokémon you want to use each TR on or be prepared to hunt down the TR again. Not every Pokémon can learn every TR, however, so this does make the selecting process slightly easier.
To access your TRs, open the X menu and then your Bag. Now just need to scroll along to the TMs section; despite the name, you'll be able to find your TRs here.
TRs stand out against the TMs by being black discs, rather than white. Once you've found the TR you wish to use, select it and then the option to 'Use this item.' This will now allow you to select the Pokémon in your party, which you want to learn the new move.
You can easily know which Pokémon can learn a TR and which ones can't by looking at your party line-up on the left-hand side of the screen.
If the phrase 'Cannot learn' is next to a Pokémon, then they can't learn the move from this TR. Instead, you want to find a Pokémon with the words 'Can learn' next to them, because, as this suggests, this Pokémon can learn this move. If the phrase 'Knows this move' is present, then that Pokémon already knows this TR and can't learn it again.
The quickest way to find the TR you need is to organise them by number, because this will neatly divide up your TM and TR collection. To do this simply press X for sort and then the option 'By number.'
Where to get TRs in Pokémon Sword and Shield
There are two main ways to find TRs in Pokémon Sword and Shield:
- Purchasing them from Rotom Rallyists
- Successfully completing Max Raids
Let's talk about the Rotom Rallyists first. There are seven Rotom Rallyists in the Wild Area, and each one carries a different selection of TRs, which changes daily.
This means that if you're after a particular TR, then it's a good idea to check each Rallyist's stock daily.
Each TR will cost you a certain amount of Watts ranging from 1,000 to 8,000 Watts.
The second way to find TRs is to successfully complete Max Raid.
Once you've defeated, and hopefully, caught the Pokémon you were battling in a Max Raid, you'll receive a number of rewards. This may include a TR, which will be determined by the type of the Pokémon you were battling.
This means that if you were battling a grass-type Pokémon, then you're more likely to receive a grass-type TR or maybe even multiple copies of that TR.
Since there's no cap on how many Max Raids you compete in each day, there is also no cap on the number of TRs you can earn either.
You will, however, be gifted one TR during your Pokémon journey.
When you're visiting Motostoke, talk to the man standing outside the record shop, which sits just before the bridge near the Pokémon Centre.
He will give you the TR 13 Focus Energy and give you a small explanation about how TRs work.
With it finally in the wild, here's how to start the Crown Tundra DLC and our full Pokémon Crown Tundra walkthrough. Plus, here's how to catch Calyrex, Glastrier and Spectrier, the Regieleki and Regidrago puzzle solution and Regirock, Regice, Registeel locations, details on how to catch Legendary Birds Articuno, Zapdos and Moltres in the Crown Tundra, the Ultra Beasts and Necrozma adventure, Dynamax Adventures, including the legendries you can catch on these adventures, and the new Crown Tundra Pokédex and returning Pokémon explained. For Isle of Armor players, here's how to find the Slowpoke, where to find Max Mushroom locations, and how to get Kubfu, become best friends and evolve it, plus all Diglett locations too! For the base game, here's info on the ability to transfer Pokémon to Pokémon Home, the Wild Area, lists of all TM locations and TRs, all Galarian forms and finally our main Pokémon Sword and Shield walkthrough for the whole game.
Pokémon Sword and Shield TRs list
Here's a full list of all 100 TRs in Pokémon Sword and Shield. If you are sourcing from Rotom Rallyists, their Watt cost ranges from 2,000 to 8,000:
TR No. | TR Move Name | Type | Effects | Damage |
---|---|---|---|---|
TR00 | Swords Dance | Normal | Raises Attack by 2 stages. | N/A |
TR01 | Body Slam | Normal | Has a 30% chance of paralysing opponent. If target has used Minimize, the damage of this move will be doubled. | 85 |
TR02 | Flamethrower | Fire | 10% chance of burning opponent. | 90 |
TR03 | Hydro Pump | Water | N/A | 110 |
TR04 | Surf | Water | If opponent is using the move Dive, this attack's damage is doubled. | 90 |
TR05 | Ice Beam | Ice | 10% chance of freezing the opponent. | 90 |
TR06 | Blizzard | Ice | 10% chance of freezing the opponent. 100% accurate if weather condition is hail. | 110 |
TR07 | Low Kick | Fighting | Damage becomes greater, the heavier the opponent is. Move doesn't effect Dynmax Pokémon. | N/A |
TR08 | Thunderbolt | Electric | 10% chance of paralysing the opponent. | 90 |
TR09 | Thunder | Electric | 30% chance of paralysing the opponent. 50% accurate in harsh sunlight weather condition. 100% accurate in rain weather condition. Move hits opponents using attacks like Fly or Bounce. | 110 |
TR10 | Earthquake | Ground | Hits targets using attacks like Dig and deals double damage to them. | 100 |
TR11 | Psychic | Psychic | 10% chance of lowering opponents Special Defence by 1 stage. | 90 |
TR12 | Agility | Psychic | Raises Speed by 2 stages. | N/A |
TR13 | Focus Energy | Normal | Increases chance of future moves being critical hits. | 120 |
TR14 | Metronome | Normal | Uses one move randomly chosen from all the moves a Pokémon could learn. | N/A |
TR15 | Fire Blast | Fire | 10% chance of burning the opponent. | 110 |
TR16 | Waterfall | Water | 20% chance of making opponent flinch. | 80 |
TR17 | Amnesia | Psychic | Raises Speical Defence by 2 stages. | N/A |
TR18 | Leech Life | Bug | Restores user's HP by an amount equal to half of the damage dealt to the opponent. | 80 |
TR19 | Tri Attack | Normal | 20% chance of either paralysing, burning or freezing the opponent. | 80 |
TR20 | Substitue | Normal | Deplete a quarter of user's max HP to create a substitue that protects user from lower status or status inflicting attacks. Substitute takes damage for user, until it runs out of HP. If the user dynamaxes, the substitute vanishes. | N/A |
TR21 | Reversal | Fighting | The move deals more damage, the lower the users HP becomes. | N/A |
TR22 | Sludge Bomb | Poison | 30% chance of poisoning the opponent. | 90 |
TR23 | Spikes | Ground | Damages Pokémon when they're sent out on opposing side. Can be used two times to increase damage. Inflicts 1/8 of max HP on first use, 1/6 on second use and 1/4 on third use. | N/A |
TR24 | Outrage | Dragon | Attacks two to three times, refusing to tell player change move. User becomes confused afterwards. | 120 |
TR25 | Psyshock | Psychic | Damage dealt is calcuated by the opponents Defence. | 80 |
TR26 | Endure | Normal | Leaves the user with 1HP when hit by a move that would normally knock it out. Moves becomes more likely to fail, the more its used. | N/A |
TR27 | Sleep Talk | Normal | Only works when user is asleep. Randomly uses another of the user's moves. | N/A |
TR28 | Megahorn | Bug | N/A | 120 |
TR29 | Baton Pass | Normal | Attacks once for each Pokémon in your party, expect for those either with status conditions or fainted, | N/A |
TR30 | Encore | Normal | Opponent forced to continously reuse the last move it used for 3 turns. Dynamax Pokémon unaffected by this. | N/A |
TR31 | Iron Tail | Iron | 30% chance of lowering opponent's Defence by 1 stage. | 100 |
TR32 | Crunch | Dark | 20% chance of lowering opponent's Defence by 1 stage. | 80 |
TR33 | Shadow Ball | Ghost | 20% chance of lowering opponent's Special Defence by 1 stage. | 80 |
TR34 | Future Sight | Psychic | Damage is dealt to opponent two turns after this move is used. | 120 |
TR35 | Uproar | Normal | User makes uproar for 3 turns. No Pokémon can sleep during this. | 90 |
TR36 | Heat Wave | Fire | 10% chance of burning opponent. | 95 |
TR37 | Taunt | Dark | Prevents opponents from using status moves for 3 turns. | N/A |
TR38 | Trick | Psychic | Swaps user's and opponent's held items. | N/A |
TR39 | Superpower | Fighting | Lowers user's Attack and Defence by 1 stage. | 120 |
TR40 | Skill Swap | Psychic | Swaps user's and opponent's Abilities. Doesn't work on all Dynamax Pokémon. | N/A |
TR41 | Blaze Kick | Fire | 20% chance of burning opponent. More likely to deliver a critical hit. | 85 |
TR42 | Hyper Voice | Normal | N/A | 90 |
TR43 | Overheat | Fire | Lowers opponent's Special Attack by 2 stages. | 130 |
TR44 | Cosmic Power | Psychic | Raises user's Defence and Special Defence by 1 stage each. | N/A |
TR45 | Muddy Water | Water | 30% chance of lowering opponent's accuracy by 1 stage. | 90 |
TR46 | Iron Defense | Steel | Raises user's Defence by 2 stages. | N/A |
TR47 | Dragon Claw | Dragon | N/A | 80 |
TR48 | Bulk Up | Fighting | Raises user's Attack and Defence by 1 stage each. | N/A |
TR49 | Calm Mind | Psychic | Raises user's Special Attack and Special Defence by 1 stage each. | N/A |
TR50 | Leaf Blade | Grass | More likely to be a critical hit. | 90 |
TR51 | Dragon Dance | Dragon | Raises user's Attack and Speed by 1 stage each. | N/A |
TR52 | Gyro Ball | Steel | Move becomes more powerful the slower the user is compared to their opponent. | N/A |
TR53 | Close Combat | Fighting | Lowers user's Defence and Special Defence by 1 stage each. | 120 |
TR54 | Toxic Spikes | Poison | Inflicts poison status on opponents who appear on opposing side. Using move twice inflicts the badly poisoned status condition. Effect ends if opponent sends out a poison-type Pokémon. | N/A |
TR55 | Flare Blitz | Fire | User takes 1/3 damage dealt. 10% chance of burning opponent. If user is frozen, this will thaw them, allowing them to continue fighting. | 120 |
TR56 | Aura Sphere | Fighting | N/A | 80 |
TR57 | Poison Jab | Poison | 30% chance of poisoning opponent. | 80 |
TR58 | Dark Pulse | Dark | 20% chance of making opponent flinch. | 80 |
TR59 | Seed Bomb | Grass | N/A | 80 |
TR60 | X-Scissor | Bug | N/A | 80 |
TR61 | Bug Buzz | Bug | 10% chance of lowering target's Special Defence by 1 stage. Strikes target even if its using Substitute. | 90 |
TR62 | Dragon Pulse | Dragon | N/A | 85 |
TR63 | Power Gem | Rock | N/A | 80 |
TR64 | Focus Blast | Fighting | 10% chance of lowering target's Special Defence by 1 stage. | 120 |
TR65 | Energy Ball | Grass | 10% chance of lowering target's Special Defence by 1 stage. | 90 |
TR66 | Brave Bird | Flying | User takes 1/3 damage dealt. | 120 |
TR67 | Earth Power | Ground | 10% chance of lowering target's Special Defence by 1 stage. | 90 |
TR68 | Nasty Plot | Dark | Raises user's Special Attack by 2 stages. | N/A |
TR69 | Zen Headbutt | Psychic | 20% chance of making opponent flinch. | 80 |
TR70 | Flash Cannon | Steel | 10% chance of lowering target's Special Defence by 1 stage. | 80 |
TR71 | Leaf Storm | Grass | Lowers user's Special Attack by 2 stages. | 130 |
TR72 | Power Whip | Grass | N/A | 120 |
TR73 | Gunk Shot | Poison | 30% chance of poisoning opponent. | 120 |
TR74 | Iron Head | Steel | 30% chance of making opponent flinch. | 80 |
TR75 | Stone Edge | Rock | More likely to be a critical hit. | 100 |
TR76 | Stealth Rock | Rock | Damages Pokémon sent out by opponent. Damage is Rock-type and therefore subjective to type matchups. | N/A |
TR77 | Grass Knot | Grass | Damage increases the heavies the opponent is. No effect against Dynamax Pokémon. | N/A |
TR78 | Sludge Wave | Poison | 10% chance of poisoning opponent. | 95 |
TR79 | Heavy Slam | Steel | Damage increases the heavier the opponent is. If opponent has used Minimize, then the damage is doubled and the attack is a sure hit. No effect against Dynamax Pokémon. | N/A |
TR80 | Electro Ball | Electric | Damage increases the faster the user is compared to their opponent. | N/A |
TR81 | Foul Play | Dark | User turns opponent's strength against them. Damage is calcuated using the opponent's Attack rather than the user's. | 95 |
TR82 | Stored Power | Psychic | Damage increases by 20 (max of 860) for each stage the user's stats have been boosted. | 20 |
TR83 | Ally Switch | Psychic | A high-priority move. Users switches places with an ally during a Double Battle. This will fail if used during a Single Battle or Max Raid. | N/A |
TR84 | Scald | Water | 30% chance of burning opponent. If the user is frozen when this move is used, they'll be thawed and the status condition removed. | 80 |
TR85 | Work Up | Normal | Raises user's Attacl and Special Attack by 1 stage. | N/A |
TR86 | Wild Charge | Electric | User takes 1/4 of damage dealt. | 90 |
TR87 | Drill Run | Ground | More likely to be a critical hit. | 80 |
TR88 | Heat Crash | Fire | Damage increases the heavier the opponent is. If opponent has used Minimize, then the damage is doubled and the attack is a sure hit. No effect against Dynamax Pokémon. | N/A |
TR89 | Hurricane | Flying | 30% chance of confusing the opponent. 100% accurate in the rain weather condition and 50% accurate in harsh sunlight. Will hit opponents in the sky, due to using moves like Fly or Bounce, | 110 |
TR90 | Play Rough | Fairy | 10% chance of lowering opponent's Attack by 1 stage. | 90 |
TR91 | Venom Drench | Poison | Lowers Attack, Special Attack and Speed of opponent if their afflicted with poison or badly poisoned status conditions by 1 stage each. | N/A |
TR92 | Dazzling Gleam | Fairy | N/A | 80 |
TR93 | Darkest Lariat | Dark | Ignores stat changes of opponent when dealing damage. | 85 |
TR94 | High Horsepower | Ground | N/A | 95 |
TR95 | Throat Chop | Dark | Opponent can't used sound based moves for two turns. Doesn't affect Dynamax Pokémon. | 80 |
TR96 | Pollen Puff | Bug | Restores 1/2 of alley's max HP. Move becomes more damaging when used as a Max Move. | 90 |
TR97 | Psychic Fangs | Psychic | Not affected by Aurora Veil or Reflect. Removes the effects of Aurora Veil, Light Screen and Reflect. | 85 |
TR98 | Liquidation | Water | 20% chance of lowering target's Defense by 1 stage. | 85 |
TR99 | Body Press | Fighting | Damage dealt by move is calculated using the user's Defence rather than the user's Attacl. | 80 |
Looking for more moves? Check out our list of TMs, and their locations, in Pokémon Sword and Shield for more help in creating your ideal Pokémon team.